DETONATOR 
Average speed and health of 120. Primary lacks direct offense, but can deploy mines that are detonated remotely. Excels at blocking off areas from enemies. Plays about the same as in GG2.
Primaries:
Minegun:You all know how this one works. Like in the basic game, you can deploy eight mines at a time, each one does respectable damage, and you detonate them all at once with your alternate fire. Like the rocketman, this basic option is your best for taking out autoguns, making it worthy of consideration even with all the other neat toys available. It's also got the versatility to function both as offense and defense, so it's a solid choice for any loadout.
In a Nutshell: Versatile Area Denial
Works Well With: Double Trouble, Eyelander, Hand Grenade
Tiger Uppercut:Don't like hanging around waiting for enemies to come to you? The Tiger Uppercut is one of the better offensive options available to you. Faster reload and firing times, nearly invisible mines, and bonus damage on airshots all work together to make this an incredibly devastating force. However, you can only deploy five mines (which most players will leave at four to set up airshot traps), and stuck mines deal pitiful damage. This is a much bigger flaw than it initially seems, destroying viability against autoguns. If you use this, find a way to account for that. Additionally, this weapon isn't as good for stickyjumping, since the damage to yourself increases if you're in the air, and avoiding that by waiting for the mine to stick could cost you valuable time (also it seems to have a generally weaker propulsion to me).
In a Nutshell: Offensive Airshot Traps
Works Well With: Double Trouble, Pain Train, Hand Grenade
Scottish Resistance:The Scottish Resistance is the weapon of choice if you like hiding in the restock while watching over a mine-covered objective. You get nearly twice as many mines to launch, and can detonate them in more precise groups, allowing for more careful or intricate traps. Just move the cursor over the area and right-click. However, this is both a blessing and a curse, as any mines you don't detonate can't be destroyed if they're out of range, and your cursor has to be in place to pull off midair explosions. When using this primary, it's important to remember that non-Frostbite firebugs, or any kind of explosive, will ruin your clever traps, so if that happens, pull out your secondary and get to work, and fast. Additionally, remember to scatter the mines around, as you can afford to detonate multiple groups in succession. DON'T PUT ALL 14 MINES IN THE SAME PLACE THAT IS A DUMB THING TO DO.
In a Nutshell: Precision Objective Defense
Works Well With: Grenade Launcher, Eyelander
Sticky Jumper: 
Bah, doing airshots and setting traps is too hard, I just want to screw around all day! The Sticky Jumper does no damage with its mines (but people still make minefields with it and I HAVE NO IDEA WHY), and you have a clip size of 12. Obviously the best use of this weapon is to use it to travel across the map quickly and easily. It loses a lot of viability in cramped maps, and you do of course sacrifice the main draw of the detonator to gain this kind of mobility, but it remains a very powerful option, especially on CTF maps. Get used to your secondary if you choose this, because it's the only weapon you've got.
How to counter: On CTF maps, the Sticky Jumper is one of the most deadly offensive threats there is, especially on maps that reward rocketjumping like 2dfort. These maps should play their defense with this in mind. Autoguns, particularly the wrench autogun, work nicely, but another, less expected counter is the Scottish Resistance. Any place a sticky jumper blasts themselves towards the intel, they also trigger all the mines in the area, meaning you have to worry less about timing the explosions. Defensive runners can also catch up to them semi-easily, particularly with the Rundown.
In a Nutshell: Explosion-based Propulsion
Works Well With: Grenade Launcher, Eyelander, Pain Train
Stucky Charm:The mines from this gun will disappear on contact with the ground, they can't be manually detonated, and they only damage one target at a time. So why use them? Because they'll stick to targets, "painting" them for another explosive attack from you or your teammate. What's more, stickies from this weapon do an extra 10% damage. All you have to do to make this work is bring another explosive secondary, and get used to it. Also, get good at dodging and travel with a friend, because those mines don't stick around if you die. Oh, and this will flat out fail to be of any help at all if the enemy team has even a single firebug not using the Frostbite or Phlogistinator.
In a Nutshell: Setup for Explosive Secondary
Works Well With: NOT Eyelander or Pain Train
Secondaries:
Grenade Launcher:A new weapon, which functions like a weaker rocket launcher. It's affected pretty sharply by gravity, and the grenades only immediately explode on a direct hit. Misses will leave the grenade inert on the ground for a short time before detonating. It still has the 4 shots, and direct hits are no less potent, but they are trickier to land. You'll need to really get a feel for the weapon's trajectory to make good use of it, but once you do, there's very little that can stop you. Note that grenades will take out any mines you've set.
In a Nutshell: Ghetto Rocket Launcher
Works Well With: Scottish Resistance, Sticky Jumper, Stucky Charm
Double Trouble:What's this, you want even more destructive force? How about a grenade launcher that fires two shots at once? They'll arc out at different trajectories, so hitting a single enemy at a distance with both shots will be all but impossible, and each shot is individually a bit weaker. However, at close range or against crowds, this weapon can be devastating. You will need to reload after every shot, though, so only use it if you've got some form of backup or no better option.
In a Nutshell: One-Shot Devastation
Works Well With: Minegun, Tiger Uppercut, Stucky Charm
Eyelander:The traditional melee weapon of the Detonator, and one of two options for them. The added draw the Eyelander brings to the table is a charge function as an alternate fire. While charging, you move at runner speed and your Eyelander deals minicrits with each hit, but you cannot stop moving, and your movement direction is determined by facing rather than keypresses. While this can make for an impressive offense, it takes finesse and timing to make it really work, otherwise you just end up getting the entire enemy team's attention and weapons focused on you. Like the Equalizer, the safer option is, of course, to use it to retreat to safety when in a bind, or if you've got the intel and can't risk a stickyjump.
In a Nutshell: Emergency Speed Boost
Works Well With: Minegun, Scottish Resistance
Pain Train:The second melee option, this one doesn't give an extra charge attack, but instead passive benefits depending on the game mode. Your capturing ability becomes on par with a runner, so you count as two classes while capturing points. On CTF maps, you gain an extra 30 max health. Finally, it ignores the shield on a generator, making it a deadly option for that game mode. The Pain Train is the secondary of choice for detonators who want to press the offensive and don't want to loiter around their base waiting for the enemy to come to them.
In a Nutshell: Objective-based Bonuses
Works Well With: Tiger Uppercut, Sticky Jumper
Hand Grenade:A grenade with a more conventional feel. Similar to the grenade launcher, but you only get two shots, and the detonation time for them decreases the longer you hold down the primary fire button. Hold it too long, and it blows up in your face. It also deals more damage and has a larger area of effect, so it's a great fit for players who want every grenade they throw to really pack a kick. The limited ammo, though, means that, as with Double Trouble, you'll want a good primary option to cover for that weakness, and they don't auto-explode upon hitting an enemy.
In a Nutshell: Old-Fashioned Grenade Goodness
Works Well With: Minegun, Tiger Uppercut